Paladin
Base Class: Paladin

you have made an oath to protect the freedom of yourself and others. Though freedom in most forms is harmless, be careful that it isn't taken to extremes, leading to chaos and anarchy as others, predecessors of yours who took the oath, have let it devolve into before.

the only tenet is that you may not take the freedom of another (charmed, restrained, slavery (i know some of you are weird like that) etc...), other than that, as the name would suggest, you have full freedom.

Level 3: Oath of Freedom Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of freedom Spells table, you thereafter always have the listed spells prepared.

Oath of Freedom Spells
Paladin Level Spells
3 Jump, Longstrider
5 Invisibility, Knock
9 Nondetection, Water Walk
13 Dimension Door, Greater Invisibility
17 Reincarnate, Teleportation Circle

Level 3: Lesser Aura

At level 3, you can expend a channel divinity to summon a lesser aura around yourself (5ft emanation from yourself), any creatures inside the aura, starting their turn inside the aura or who passes through the aura gains the benefits of the spell freedom of movement, cannot be made prone and gains a climbs speed equal to their movement for their turn, the effects go away if they end their turn out of the aura.

while the aura is active, you take no fall damage for the first 60ft of a fall.

Level 7: Aura of Freedom

At level 7, you and your allies have the effects of your lesser aura while in your Aura of Protection along with the added bonuses. while in or when starting their turn in the aura, you and your allies do not and cannot not under any circumstances provoke opportunity attacks and are immune to exhaustion and the petrified condition.

while the aura is active, you can use the dash or dodge action as a bonus action.

Level 15: Smite of Disregarding

At level 15, your magical smite now radiates freeing energy. Whenever you cast Divine Smite, you and your allies' attacks treat half cover as no cover, three-quarters cover as half cover, bypass magical bonuses to the target's armour class (eg. shield spell) and advantage to hit creatures with the aforementioned effects while in your aura of protection until the start of your next turn. this does not include magical armour class replacements (eg. mage armor) or shields and this effect activates before the divine smite hits.

Zone of Liberation

At level 20, as a Bonus Action, you can imbue your Aura of freedom with holy power, the aura's size is doubled to 20ft and grants the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

  • All creatures of your choice are under the effects of either the haste spell or slow spell while inside the aura and for the remaining turn if they leave the aura.
  • All creatures of your choice have the effects of 2 levels of exhaustion (without having the condition) or the dodge action active while inside the aura and for the remaining turn if they leave the aura.

 

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